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isPartOf:"Breaking new ground in theory and practice"
~isPartOf:"Neo-simulation and gaming toward active learning"
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Breaking new ground in theory and practice
Neo-simulation and gaming toward active learning
Computer games as educational and management tools : uses and approaches
14
The business of gamification : a critical analysis
12
Transforming gaming and computer simulation technologies across industries
11
Spielend die Zukunft gewinnen : Wachstumsmarkt elektronische Spiele
8
Application of gaming in new media marketing
5
Cutting edge international research
4
Digital advertising : theory and research
4
Kreativwirtschaft : Design, Mode, Medien, Games, Kommunikation, kulturelles Erbe
4
Virtual worlds and e-commerce : technologies and applications for building customer relationships
4
Advertising in new formats and media : current research and implications for marketers
3
Current insights and future trends : [extended versions of papers presented at the 10th ICORIA (International Conference on Research in Advertising), held in Berlin, Germany, in June 2011]
3
Engaging consumers through branded entertainment and convergent media
3
Handbook of research on transmedia storytelling, audience engagement, and business strategies
3
Advertising, promotion, and new media
2
Computer-mediated marketing strategies : social media and online brand communities
2
Contemporary trends in innovative marketing strategies
2
Digital technology and organizational change : reshaping technology, people, and organizations towards a global society
2
Digitale Führungskräfteentwicklung : Konzepte, Impulse und Trainingsformate aus der Praxis
2
Exploring the rise of fandom in contemporary consumer culture
2
Handbook of research on effective advertising strategies in the social media age
2
Information communication technologies and emerging business strategies
2
Information systems : crossroads for organization, management, accounting and engineering : ItAIS: the Italian Association for Information Systems
2
Managing business in a multi-channel world : success factors for e-business
2
Perspektiven des lebenslangen Lernens - dynamische Bildungsnetzwerke, Geschäftsmodelle, Trends : [interdisziplinäre Betrachtung mit 22 Expertenbeiträgen ; ausgewählte Expertenbeiträge des Workshops "Perspektiven des Lebenslangen Lernens - Dynamische Bildungsnetzwerke, Geschäftsmodelle, Trends" am 15. und 16. April 2008, Hannover]
2
Production and manufacturing system management : coordination approaches and multi-site planning
2
Research
2
The Routledge companion to digital consumption
2
The changing roles of advertising : [extended versions of papers presented at the 11th ICORIA (International Conference on Research in Advertising) Stockholm, Sweden in June 2012]
2
Understanding the interactive digital media marketplace : frameworks, platforms, communities and issues
2
Utilizing gamification in servicescapes for improved consumer engagement
2
Virtual workers and the global labour market
2
Web information systems and technologies : third international conference ; WEBIST 2007, Barcelona, Spain, March 3 - 6, 2007 ; revised selected papers
2
Why do games work? : in search of the active substance
2
Wissen, Vernetzung, Virtualisierung : liber amicorum zum 65. Geburtstag von Udo Winand
2
Academy of Management journal : AMJ
1
Advertising and violence : concepts and perspectives
1
Advertising theory
1
Agglomeration, clusters and entrepreneurship : studies in regional economic development ; [contributions ... first presented and discussed at the Twelfth Uddevalla Symposium on 'The Geography of Innovation and Entrepreneurship', held at the Polytechnic Institute of Bari, Bari, Italy, June 11-13, 2009]
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Hooshmand : intelligence and emotion entangled in a simulation game
Shalbafan, Saeed
;
Leigh, Elyssebeth
- In:
Neo-simulation and gaming toward active learning
,
(pp. 397-406)
.
2019
Persistent link: https://www.econbiz.de/10012130444
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2
Educational gamification : challenges to overcome and to enjoy
Harviainen, J. Tuomas
;
Meriläinen, Mikko
- In:
Neo-simulation and gaming toward active learning
,
(pp. 553-560)
.
2019
Persistent link: https://www.econbiz.de/10012130513
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3
Designing a human computation game for enhancing early-phase movie box office prediction
Tantawichien, Johmphot
;
Mizuyama, Hajime
;
Nonaka, Tomomi
- In:
Neo-simulation and gaming toward active learning
,
(pp. 13-22)
.
2019
Persistent link: https://www.econbiz.de/10012128158
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4
HalluciFear : educational game about drug addiction
Peeraya Sripian
;
Ratchadawan Nimnual
;
Thammarat Hemathugsin
- In:
Neo-simulation and gaming toward active learning
,
(pp. 23-33)
.
2019
Persistent link: https://www.econbiz.de/10012128199
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5
Co-creating prototype improvement using participatory design on the development of a serious game in financial literacy skills
Destyanto, Arry Rahmawan
;
Hidayatno, Akhmad
;
Moeis, …
- In:
Neo-simulation and gaming toward active learning
,
(pp. 111-122)
.
2019
Persistent link: https://www.econbiz.de/10012128280
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6
Disrupting traditional business studies testing by internet-based simulation game
Krit Pattamaroj
;
Nopadol Rompho
- In:
Neo-simulation and gaming toward active learning
,
(pp. 167-175)
.
2019
Persistent link: https://www.econbiz.de/10012128301
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7
Research on user experience in risk management : alternate reality game
Jakubowski, Michał
- In:
Neo-simulation and gaming toward active learning
,
(pp. 303-312)
.
2019
Persistent link: https://www.econbiz.de/10012129044
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8
Differences in children's processing of advergames and TV commercials
Waiguny, Martin K. J.
;
Terlutter, Ralf
- In:
Breaking new ground in theory and practice
,
(pp. 35-51)
.
2011
Persistent link: https://www.econbiz.de/10009380035
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9
Product placement in video games as a marketing strategy : an attempt to analysis in Disney company
Bigné Alcañiz, J. Enrique
;
Küster, Inés
; …
- In:
Breaking new ground in theory and practice
,
(pp. 3-20)
.
2011
Persistent link: https://www.econbiz.de/10009380153
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